<?php
/**
 * <https://y.st./>
 * Copyright © 2018 Alex Yst <mailto:copyright@y.st>
 * 
 * This program is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this program. If not, see <https://www.gnu.org./licenses/>.
**/

$xhtml = array(
	'<{title}>' => 'I broke under the stress.',
	'takedown' => '2017-11-01',
	'<{body}>' => <<<END
<section id="drudgery">
	<h2>Drudgery</h2>
	<p>
		My discussion post for the day:
	</p>
	<blockquote>
		<p>
			Okay, I&apos;m completely confused.
			You&apos;re the second person to use less than symbols in your equation.
			I thought it was a typo when Elizabeth said it, but I checked out your source and those are indeed supposed to be in there.
			What does a less than symbol in the middle of an equation like that even mean?
			They&apos;re even on both sides of the equal sign.
			Do they have some alternate meaning that I failed to pick up on?
		</p>
	</blockquote>
	<p>
		For the most part, this whole day was wasted.
		I collapsed under stress, and the above discussion post was the only thing I really got done today.
	</p>
</section>
<section id="Minetest">
	<h2>Minetest log</h2>
	<img src="/y.st./source/y.st./static/img/CC_BY-SA_3.0/minetest.net./weblog/2018/03/24.png" alt="A view of a lava pool and nearby minerals" class="framed-centred-image" width="800" height="600"/>
	<p>
		I dug away a one by one column of stone just to say I&apos;d done something in Minetest today, then went an took a screenshot of a lava cave I encountered a while back but haven&apos;t done anything with yet.
		No other progress was made.
	</p>
	<p>
		At work while washing dishes, I thought about my Minetest mods and how the function of <code>yellow</code> was originally one of a multitude of features that I wanted <code>minequest</code> to have.
		I can never come up with enough features to make <code>minequest</code> work though, so the project always dies.
		I came to a realisation though that I could work on all these little mods and, if I ever got enough of them, merge them all into <code>minequest</code> when that day came.
		In that case though, the black bed mod shouldn&apos;t exist as a black bed mod.
		It shouldn&apos;t draw power from the player&apos;s coal-mining stat.
		Instead, it should be another yellow bed and use the cotton stat, as I need a second cotton-based bed feature; one for the &quot;fancy&quot;-style bed.
		Eventually, after a long chain of tangent thoughts on the matter, I decided to revive the <code>minequest</code> project.
		I&apos;ve decided how I want to handle items with no relation to countable items: they&apos;ll offer the binary you-have-it-or-you-don&apos;t sort of bonuses, while items with any relation to one or more countable items will provide the levalable, increasable bonuses.
		To prevent players from focussing on one stat and ignoring all others and being rewarded for such strategy, using multiple items that draw their power from the same stat will cause the stat to be split amongst them.
		I think this will be the fifth time I&apos;ve tried to make <code>minestats</code> work.
		Maybe this time I can get it right.
		But probably not.
		The project is too ambitious to be feasible for one person to pull off, and is doomed to failure every time.
	</p>
	<p>
		So anyway, I guess I&apos;ll start working on the code for <code>minequest</code> when time sees fit to let me.
		Like the previous attempts, it&apos;ll involve starting from scratch as far as the code is concerned, but not starting from scratch as far as ideas go.
		The <code>yellow</code> mod is either completely finished or almost so.
		It&apos;s really too bad that while the idea is so similar to the <code>minequest</code> feature, the mechanics of it are so different.
		I doubt any bit of the effort made to produce <code>yellow</code> will be usable toward <code>minequest</code>.
		I&apos;ll play in my game world with the developing <code>minequest</code>, which might help me come up with more of the bonuses; I&apos;ll be able to experience what it still lacks myself.
		But how many bonuses should I allow?
		In iteration zero, there were exactly nine bonuses, one for each countable thing <code>minequest</code> counted.
		In iteration one, <code>minestats</code> got broken out of <code>minequest</code> and generalised, but there was no way to detect the two types of coral and flint support was added, so the number was dropped to eight.
		Iteration two kept the limit of eight despite the fact that ten countables were supported at the time.
		This was arbitrary, but because this version of <code>minequest</code> was so much more adaptive, it couldn&apos;t provide a slot for every stat; it didn&apos;t know what stats would be available.
		And lastly, iteration four never left the planning stages; there was no code.
		So now ... how many item slots do I provide?
		Do I go with eight again and admit the choice in number was for completely legacy reasons or do I find a way to find a more-meaningful number?
		And of course, I can&apos;t allow the player to have <strong>*too many*</strong> bonuses, because that&apos;d be too easy to be fun.
	</p>
</section>
END
);
